Proceedings of the 16th annual conference on Computer graphics and interactive techniques最新文献

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Layered construction for deformable animated characters 分层结构可变形的动画人物
John E. Chadwick, D. Haumann, Richard E. Parent
{"title":"Layered construction for deformable animated characters","authors":"John E. Chadwick, D. Haumann, Richard E. Parent","doi":"10.1145/74333.74358","DOIUrl":"https://doi.org/10.1145/74333.74358","url":null,"abstract":"A methodology is proposed for creating and animating computer generated characters which combines recent research advances in robotics, physically based modeling and geometric modeling. The control points of geometric modeling deformations are constrained by an underlying articulated robotics skeleton. These deformations are tailored by the animator and act as a muscle layer to provide automatic squash and stretch behavior of the surface geometry. A hierarchy of composite deformations provides the animator with a multi-layered approach to defining both local and global transition of the character's shape. The muscle deformations determine the resulting geometric surface of the character. This approach provides independent representation of articulation from surface geometry, supports higher level motion control based on various computational models, as well as a consistent, uniform character representation which can be tuned and tweaked by the animator to meet very precise expressive qualities. A prototype system (Critter) currently under development demonstrates research results towards layered construction of deformable animated characters.","PeriodicalId":422743,"journal":{"name":"Proceedings of the 16th annual conference on Computer graphics and interactive techniques","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114843131","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 506
Near real-time shadow generation using BSP trees 接近实时的阴影生成使用BSP树
Norman Chin, Steven K. Feiner
{"title":"Near real-time shadow generation using BSP trees","authors":"Norman Chin, Steven K. Feiner","doi":"10.1145/74333.74343","DOIUrl":"https://doi.org/10.1145/74333.74343","url":null,"abstract":"This paper describes an object-space shadow generation algorithm for static polygonal environments illuminated by movable point light sources. The algorithm can be easily implemented on any graphics system that provides fast polygon scan-conversion and achieves near real-time performance for environments of modest size. It combines elements of two kinds of current shadow generation algorithms: two-pass object-space approaches and shadow volume approaches. For each light source a Binary Space Partitioning (BSP) tree is constructed that represents the shadow volume of the polygons facing it. As each polygon's contribution to a light source's shadow volume is determined, the polygon's shadowed and lit fragments are computed by filtering it down the shadow volume BSP tree. The polygonal scene with its computed shadows can be rendered with any polygon-based visible-surface algorithm. Since the shadow volumes and shadows are computed in object space, they can be used for further analysis of the scene. Pseudocode is provided, along with pictures and timings from an interactive implementation.","PeriodicalId":422743,"journal":{"name":"Proceedings of the 16th annual conference on Computer graphics and interactive techniques","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132873425","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 190
Good vibrations: modal dynamics for graphics and animation 良好的振动:图形和动画的模态动力学
A. Pentland, John Williams
{"title":"Good vibrations: modal dynamics for graphics and animation","authors":"A. Pentland, John Williams","doi":"10.1145/74333.74355","DOIUrl":"https://doi.org/10.1145/74333.74355","url":null,"abstract":"Animation Abstract Many of the problems of simulating and rendering complex systems of non-rigid objects can be minimized by describing the geometry and dynamics separately, using representations optimized for either one or the other, and then coupling these representations together. We describe a system which uses polynomial deformation mappings to couple a vibration-mode (\"modal\") representation of object dynamics together with volumetric models of object geometry. By use of such a hybrid representation we have been able to gain up to two orders of magnitude in efficiency, control temporal aliasing, and obtain simple, closed-form solutions to common (non-rigid) inverse dynamics problems. Further, this approach to dynamic simulation naturally lends itself to the emphasis and exaggeration techniques used in traditional animation.","PeriodicalId":422743,"journal":{"name":"Proceedings of the 16th annual conference on Computer graphics and interactive techniques","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129861199","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 494
The synthesis and rendering of eroded fractal terrains 侵蚀分形地形的合成与绘制
F. K. Musgrave, Craig E. Kolb, R. Mace
{"title":"The synthesis and rendering of eroded fractal terrains","authors":"F. K. Musgrave, Craig E. Kolb, R. Mace","doi":"10.1145/74333.74337","DOIUrl":"https://doi.org/10.1145/74333.74337","url":null,"abstract":"In standard fractal terrain models based on fractional Brownian motion the statistical character of the surface is, by design, the same everywhere. A new approach to the synthesis of fractal terrain height fields is presented which, in contrast to previous techniques, features locally independent control of the frequencies composing the surface, and thus local control of fractal dimension and other statistical characteristics. The new technique, termed noise synthesis, is intermediate in difficulty of implementation, between simple stochastic subdivision and Fourier filtering or generalized stochastic subdivision, and does not suffer the drawbacks of creases or periodicity. Varying the local crossover scale of fractal character or the fractal dimension with altitude or other functions yields more realistic first approximations to eroded landscapes. A simple physical erosion model is then suggested which simulates hydraulic and thermal erosion processes to create gloabl stream/valley networks and talus slopes. Finally, an efficient ray tracing algorithm for general height fields, of which most fractal terrains are a subset, is presented.","PeriodicalId":422743,"journal":{"name":"Proceedings of the 16th annual conference on Computer graphics and interactive techniques","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116580900","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 482
Antialiased ray tracing by adaptive progressive refinement 自适应渐进细化的抗锯齿光线跟踪
J. Painter, K. Sloan
{"title":"Antialiased ray tracing by adaptive progressive refinement","authors":"J. Painter, K. Sloan","doi":"10.1145/74333.74362","DOIUrl":"https://doi.org/10.1145/74333.74362","url":null,"abstract":"We describe an antialiasing system for ray tracing based on adaptive progressive refinement. The goals of the system are to produce high quality antialiased images at a modest average sample rate, and to refine the image progressively so that the image is available in a usable form early and is refined gradually toward the final result.The method proceeds by adaptive stochastic sampling of the image plane, evaluation of the samples by ray tracing, and image reconstruction from the samples. Adaptive control of the sample generation process is driven by three basic goals: coverage of the image, location of features, and confidence in the values at a distinguished \"pixel level\" of resolution.A three-stage process of interpolation, filtering, and resampling is used to reconstruct a regular grid of display pixels. This reconstruction can be either batch or incremental.","PeriodicalId":422743,"journal":{"name":"Proceedings of the 16th annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129403797","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 199
Guaranteed ray intersections with implicit surfaces 保证射线与隐式曲面相交
D. Kalra, A. Barr
{"title":"Guaranteed ray intersections with implicit surfaces","authors":"D. Kalra, A. Barr","doi":"10.1145/74333.74364","DOIUrl":"https://doi.org/10.1145/74333.74364","url":null,"abstract":"In this paper, we present a robust and mathematically sound ray-intersection algorithm for implicit surfaces. The algorithm is guaranteed to numerically find the nearest intersection of the surface with a ray, and is guaranteed not to miss fine features of the surface. It does not require fine tuning or human choice of interactive parameters. Instead, it requires two upper bounds: \"L\" that limits the net rate of change of the implicit surface function f(x,y,z) and \"G\" that limits the rate of change of the gradient. We refer to an implicit surface with these rate limits as an \"LG-implicit surface.\"Existing schemes to intersect a ray with an implicit surface have typically been guaranteed to work only for a limited set of implicit functions, such as quadric surfaces or polynomials, or else have been ad-hoc and have not been guaranteed to work. Our technique significantly extends the ability to intersect rays with implicit surfaces in a guaranteed fashion.","PeriodicalId":422743,"journal":{"name":"Proceedings of the 16th annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129946526","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 218
Rendering cubic curves and surfaces with integer adaptive forward differencing 用整数自适应正差分绘制三次曲线和曲面
Sheue-Ling Chang, M. Shantz, R. Rocchetti
{"title":"Rendering cubic curves and surfaces with integer adaptive forward differencing","authors":"Sheue-Ling Chang, M. Shantz, R. Rocchetti","doi":"10.1145/74333.74349","DOIUrl":"https://doi.org/10.1145/74333.74349","url":null,"abstract":"For most compute environments, adaptive forward differencing is much more efficient when performed using integer arithmetic than when using floating point. Previously low precision integer methods suffered from serious precision problems due to the error accumulation inherent to forward differencing techniques. This paper proposes several different techniques for implementing adaptive forward differencing using integer arithmetic, and provides an error analysis of forward differencing which is useful as a guide for integer AFD implementation. The proposed technique using 32 bit integer values is capable of rendering curves having more than 4K forward steps with an accumulated error of less than one pixel and no overflow problems. A hybrid algorithm employing integer AFD is proposed for rendering antialiased, texture-mapped bicubic surfaces.","PeriodicalId":422743,"journal":{"name":"Proceedings of the 16th annual conference on Computer graphics and interactive techniques","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122140587","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 41
Analytical methods for dynamic simulation of non-penetrating rigid bodies 非穿透刚体动力学模拟的解析方法
D. Baraff
{"title":"Analytical methods for dynamic simulation of non-penetrating rigid bodies","authors":"D. Baraff","doi":"10.1145/74333.74356","DOIUrl":"https://doi.org/10.1145/74333.74356","url":null,"abstract":"A method for analytically calculating the forces between systems of rigid bodies in resting (non-colliding) contact is presented. The systems of bodies may either be in motion or static equilibrium and adjacent bodies may touch at multiple points. The analytic formulation of the forces between bodies in non-colliding contact can be modified to deal with colliding bodies. Accordingly, an improved method for analytically calculating the forces between systems of rigid bodies in colliding contact is also presented. Both methods can be applied to systems with arbitrary holonomic geometric constraints, such as linked figures. The analytical formulations used treat both holonomic and non-holonomic constraints in a consistent manner.","PeriodicalId":422743,"journal":{"name":"Proceedings of the 16th annual conference on Computer graphics and interactive techniques","volume":"5 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133921681","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 548
Three dimensional Terrain modeling and display for environmental assessment 面向环境评价的三维地形建模与显示
K. Kaneda, F. Kato, E. Nakamae, T. Nishita, H. Tanaka, T. Noguchi
{"title":"Three dimensional Terrain modeling and display for environmental assessment","authors":"K. Kaneda, F. Kato, E. Nakamae, T. Nishita, H. Tanaka, T. Noguchi","doi":"10.1145/74333.74354","DOIUrl":"https://doi.org/10.1145/74333.74354","url":null,"abstract":"A technique for compositing computer generated images of buildings and background images created from aerial photographs is described. The aerial photo data are mapped onto a terrain model based on cartographic data. The technique can be used to pre-evaluate visual impact of large scale construction by means of not only still images but also animations.The technique can be briefly described as follows: 1) an accurate, three-dimensional terrain model is created based on cartographic data. 2) a hierarchy of aerial photo data at various resolutions is mapped onto the terrain model as a texture. 3) the height of trees is taken into account in regions near the viewpoint. 4) allowing intersections of terrain models with constructions facilitates geometric adjustments and shadowing.","PeriodicalId":422743,"journal":{"name":"Proceedings of the 16th annual conference on Computer graphics and interactive techniques","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115148704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 64
Parameterized Ray-tracing 参数化的演
C. Séquin, E. Smyrl
{"title":"Parameterized Ray-tracing","authors":"C. Séquin, E. Smyrl","doi":"10.1145/74333.74365","DOIUrl":"https://doi.org/10.1145/74333.74365","url":null,"abstract":"The construction and refinement of a computer graphics scene is unacceptably slow when using ray tracing. We introduce a new technique to speed up the generation of successive ray traced images when the geometry of the scene remains constant and only the light source intensities and the surface properties need to be adjusted. When the scene is first ray traced, an expression parameterized in the color of all lights and the surface property coefficients of all objects is calculated and stored for each pixel. Redisplaying a scene with a new set of lights and colors then consists of substituting values for the corresponding parameters and re-evaluating the expressions for the pixels. This parameter updating and redisplay takes only a few seconds, as compared to the many minutes or hours required to ray trace the entire scene again, but it uses much more memory and disk space. With suitable expression sharing, however, these storage needs can be reduced to an acceptable level.","PeriodicalId":422743,"journal":{"name":"Proceedings of the 16th annual conference on Computer graphics and interactive techniques","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130084928","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 79
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